Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Soulborn Reborn
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="emoplato" data-source="post: 5732504" data-attributes="member: 97812"><p>Corny I know, but a much needed reboot. This class had almost everything wrong going for it. One, it had no special mechanic to set it apart from its much more mature brother(Incarnate) and its crazy, but oh so fun, cousin(Totemist). Instead it just has less Incarnum and had mainly saved based melds even though older brother could hijack them and do it better as well as much earlier. They also were pigeon-holed into corner alignments even though yet again the Incarnate could play it much better. Thematically it also was just copying the alignment theme living in the Incarnate's shadow. So, I thought I should break those chains and give it its own theme of Incarnum.</p><p> <p style="text-align: center"><p style="text-align: center">Soulborn</p> </p><p> Description: Many fighters look to the warriors of past in appreciation or even reverence for their great achievements, but a Soulborn embodies them. They seek to embed themselves into the very experiences, emotions, and actions of those long past to hone their skill beyond what any mere fighter is capable of.</p><p>Alignment: A Soulborn may be of any alignment. After all, they look to emulate and integrate any technique or philosophy for combat perfection. A lawful Soulborn may look to emulate a hero of their own culture's past to uphold those ideals to the fullest. A chaotic Soulborn often will seek to adapt many forms to make their own morals.</p><p>Weapon and Armor Proficiencies: as a fighter</p><p>Skills: (2+Int. mod.)x4: Concentration, Craft, Knowledge(history), Spellcraft, Profession, Ride, Handle Animal, Jump, Bluff</p><p> BAB: Full</p><p>Fort.: Good</p><p>Ref.: Poor</p><p>Will: Poor</p><p>Hit Die: d10</p><p>Class Features</p><p> Meldshaping: Like all other meldshaping classes they need a full nights rest and one hour of meditation to shape their soulmelds, in which they are prepared for the day. At first level a Soulborn may shape one soulmeld and has an essential pool of one. They gain one soulmeld every three levels. Their essential pool increases on every three out of four levels. At the fifth level and five levels after they gain a chakra bind and can bind up to a throat, waist chakra at level eighteen. A Soulborn’s meldshaper level is equal to their class level.</p><p> Soulmelds: Soulborns have soulmelds based upon fighting forms and boosting physical prowess. Unlike other soulmelds the descriptors are based upon attribute scores in which the fighting form emulates. Many of the Soulborn soulmelds gain scaling bonuses with the meldshaping level if their descriptor matches the paradigm. Those that allow saves are wisdom based.</p><p> (Ex)Paradigm attribute: At first level a Soulborn chooses a physical attribute in which they want to focus on and develop as they ascend levels in the class. They receive bonus skills based upon which attribute they chose. While choosing a paradigm attribute they must also select an opposition. Upon selecting an opposition they forfeit the soulmelds with that attribute descriptor.</p><p><em>Might: </em>Jump, Swim, Intimidate, Climb</p><p> <em>Agility:</em> Tumble, Move Silently, Hide, Sleight of Hand </p><p> <em>Stamina:</em> Heal, Survival, Listen, Spot</p><p> At level 5 they receive another bonus based on which attribute they have chosen.</p><p> <em>Might</em><em>: </em>+2 to damage rolls on all physical attacks</p><p> <em>Agility</em><em>: </em>10 foot speed bonus to all forms of movement</p><p> <em>Stamina</em><em>: </em>+2 to all saves</p><p> At level 10 they also receive an ability based upon which one they have selected. </p><p> <em>Might</em><em>:</em> They become inured to strength penalties. They also may apply their full strength bonus to damage rolls in the off-hand whenever they are fighting with multiple weapons.</p><p> <em>Agility</em><em>:</em> They receive the uncanny dodge ability. If they obtain uncanny dodge through other means they get improved uncanny dodge. </p><p> <em>Stamina</em><em>: </em>They receive the mettle ability.</p><p> At level 15 they again receive another set of abilities.</p><p> <em>Might</em><em>: </em>All types of physical attacks reduce an enemy’s damage reduction equal to their strength modifier.</p><p> <em>Agility</em><em>:</em> They obtain freedom of movement to all forms of natural terrain. They also receive the evasion feature as a rogue. If they possess evasion from another source and meet the conditions for it they get improved evasion.</p><p> <em>Stamina</em><em>:</em> They may add their constitution modifier as a deflection bonus to their AC.</p><p> At level 19 their paradigm attribute becomes immune to any ability damage or drain.</p><p> Expand Essentia Capacity: At level 4 the maximum amount of essentia that can be invested into any feat, racial, and class ability is expanded by 1. This happens again at level 17.</p><p> Bonus feats: At levels 3, 9, and 16 a Soulborn may chose feats from the fighter list as well as any with the incarnum descriptor.</p><p> Form Displacement: At level 8 and every four levels after as a swift action a Soulborn may transfer essentia in and/or out of incarnum feats. </p><p> Essentia fused body: At level 13 all incarnum feats, class, and racial abilities are treated as if they have one point essentia invested in them.</p><p> Incarnum Perfection: No longer can a Soulborn’s body age natural or magically. Also once per day they may treat all their incarnum feats, class, and racial abilities as fully invested.</p><p>I know that they would also need a whole new set of soulmelds. I was wondering if people could offer some ideas on what they should be. A couple I was thinking one could offer sneak attack, maybe another for minor skirmish. Please post your ideas and offer some criticism.</p></blockquote><p></p>
[QUOTE="emoplato, post: 5732504, member: 97812"] Corny I know, but a much needed reboot. This class had almost everything wrong going for it. One, it had no special mechanic to set it apart from its much more mature brother(Incarnate) and its crazy, but oh so fun, cousin(Totemist). Instead it just has less Incarnum and had mainly saved based melds even though older brother could hijack them and do it better as well as much earlier. They also were pigeon-holed into corner alignments even though yet again the Incarnate could play it much better. Thematically it also was just copying the alignment theme living in the Incarnate's shadow. So, I thought I should break those chains and give it its own theme of Incarnum. [CENTER][CENTER]Soulborn[/CENTER] [/CENTER] Description: Many fighters look to the warriors of past in appreciation or even reverence for their great achievements, but a Soulborn embodies them. They seek to embed themselves into the very experiences, emotions, and actions of those long past to hone their skill beyond what any mere fighter is capable of. Alignment: A Soulborn may be of any alignment. After all, they look to emulate and integrate any technique or philosophy for combat perfection. A lawful Soulborn may look to emulate a hero of their own culture's past to uphold those ideals to the fullest. A chaotic Soulborn often will seek to adapt many forms to make their own morals. Weapon and Armor Proficiencies: as a fighter Skills: (2+Int. mod.)x4: Concentration, Craft, Knowledge(history), Spellcraft, Profession, Ride, Handle Animal, Jump, Bluff BAB: Full Fort.: Good Ref.: Poor Will: Poor Hit Die: d10 Class Features Meldshaping: Like all other meldshaping classes they need a full nights rest and one hour of meditation to shape their soulmelds, in which they are prepared for the day. At first level a Soulborn may shape one soulmeld and has an essential pool of one. They gain one soulmeld every three levels. Their essential pool increases on every three out of four levels. At the fifth level and five levels after they gain a chakra bind and can bind up to a throat, waist chakra at level eighteen. A Soulborn’s meldshaper level is equal to their class level. Soulmelds: Soulborns have soulmelds based upon fighting forms and boosting physical prowess. Unlike other soulmelds the descriptors are based upon attribute scores in which the fighting form emulates. Many of the Soulborn soulmelds gain scaling bonuses with the meldshaping level if their descriptor matches the paradigm. Those that allow saves are wisdom based. (Ex)Paradigm attribute: At first level a Soulborn chooses a physical attribute in which they want to focus on and develop as they ascend levels in the class. They receive bonus skills based upon which attribute they chose. While choosing a paradigm attribute they must also select an opposition. Upon selecting an opposition they forfeit the soulmelds with that attribute descriptor. [I]Might: [/I]Jump, Swim, Intimidate, Climb [I]Agility:[/I] Tumble, Move Silently, Hide, Sleight of Hand [I]Stamina:[/I] Heal, Survival, Listen, Spot At level 5 they receive another bonus based on which attribute they have chosen. [I]Might[/I][I]: [/I]+2 to damage rolls on all physical attacks [I]Agility[/I][I]: [/I]10 foot speed bonus to all forms of movement [I]Stamina[/I][I]: [/I]+2 to all saves At level 10 they also receive an ability based upon which one they have selected. [I]Might[/I][I]:[/I] They become inured to strength penalties. They also may apply their full strength bonus to damage rolls in the off-hand whenever they are fighting with multiple weapons. [I]Agility[/I][I]:[/I] They receive the uncanny dodge ability. If they obtain uncanny dodge through other means they get improved uncanny dodge. [I]Stamina[/I][I]: [/I]They receive the mettle ability. At level 15 they again receive another set of abilities. [I]Might[/I][I]: [/I]All types of physical attacks reduce an enemy’s damage reduction equal to their strength modifier. [I]Agility[/I][I]:[/I] They obtain freedom of movement to all forms of natural terrain. They also receive the evasion feature as a rogue. If they possess evasion from another source and meet the conditions for it they get improved evasion. [I]Stamina[/I][I]:[/I] They may add their constitution modifier as a deflection bonus to their AC. At level 19 their paradigm attribute becomes immune to any ability damage or drain. Expand Essentia Capacity: At level 4 the maximum amount of essentia that can be invested into any feat, racial, and class ability is expanded by 1. This happens again at level 17. Bonus feats: At levels 3, 9, and 16 a Soulborn may chose feats from the fighter list as well as any with the incarnum descriptor. Form Displacement: At level 8 and every four levels after as a swift action a Soulborn may transfer essentia in and/or out of incarnum feats. Essentia fused body: At level 13 all incarnum feats, class, and racial abilities are treated as if they have one point essentia invested in them. Incarnum Perfection: No longer can a Soulborn’s body age natural or magically. Also once per day they may treat all their incarnum feats, class, and racial abilities as fully invested. I know that they would also need a whole new set of soulmelds. I was wondering if people could offer some ideas on what they should be. A couple I was thinking one could offer sneak attack, maybe another for minor skirmish. Please post your ideas and offer some criticism. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Soulborn Reborn
Top